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  1. Hour of Code | CodeHS

    Giving commands to a computer, which is what programming is all about, is just like giving commands to a dog. Learn how to code with Karel the Dog—a fun, accessible, and visual …

  2. Karel (programming language) - Wikipedia

    Karel is an educational programming language for beginners, created by Richard E. Pattis in his book Karel The Robot: A Gentle Introduction to the Art of Programming.

  3. Karel Reader - Stanford University

    Karel has been used in introductory computer science courses all across the world and has been taught to millions of students. Many generations of Stanford students learned how …

  4. Introduction to Programming with Karel the Dog

    Karel is a dog that lives in a grid world. Karel can move around the grid world and put down and take tennis balls, and we can use Karel to solve different problems and explore the basics of …

  5. Introduction to Karel the Robot - GitHub

    Karel is a simple robot and only responds to four commands: they can move forward, turn left, put down a beeper or pick up a beeper. In addition, Karel is able to check state of the area around …

  6. Karel: The Robot Programming Legend That Influenced Coding

    Karel is a simple programming language and educational tool designed to teach fundamental programming concepts. It uses a virtual robot that performs specific tasks based on user …

  7. What Is Karel? - Computer Hope

    Sep 7, 2025 · Meaning of Karel, an educational object-oriented programming language created by Richard E. Pattis at Stanford University to teach students coding fundamentals.

  8. Learn to Program - Stanford University

    Learn to program with Karel the Robot, a simple agent that can move, turn, and pick up and put down objects in a grid world.

  9. Karel Sandbox - CodeHS

    Explore the programming languages and types of programs you can write in the CodeHS IDE. All programs are runnable in the browser—even on Chromebooks! Code instructions for Karel the …

  10. Karel Reader - Stanford University

    After three left turns, Karel will be facing in the desired direction. From here, all you need to do is program Karel to move over to the center of the ledge, drop the beeper and then move forward …